Master change suggestions
22 May 2012 09:01 #30940
by Ohlmann
Replied by Ohlmann on topic Re: Master change suggestions
Option 1 : limit MPA to two per phase.
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22 May 2012 09:06 - 22 May 2012 09:06 #30942
by Boris The Blade
Replied by Boris The Blade on topic Re: Master change suggestions
It would have been nice before Lilith's Blessing. Now I am not sure it is enough.Option 1: You can't play more than 2 master cards each turn (whatever the number of master phase actions you have). Extra master phase actions may still be used for other effects (eg. taking a counter from a Short Term Investment).
There are already master cards that have been balanced with a Do not replace clasue (Liquidation and Wash at least), so I am afraid this change is too deep to add on top of the game as it is now.Option 2: Master cards played during the master phase are not replaced until the discard phase (unless othewise stated).
Option 3: Master cards beyond the first played during the master phase are not replaced until the discard phase (unless othewise stated).
Last edit: 22 May 2012 09:06 by Boris The Blade.
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22 May 2012 11:58 - 22 May 2012 12:14 #30959
by jamesatzephyr
I realise this is in the Card Balance and Strategy section, rather than Expansions and Card Ideas, but how feasible would it be to address some of the issues with useful cards?
For example, just rattling some ideas off with little thought to cost/balance, but rather just utility:
The idea being that the Gehenna event bit makes it more generically useful, and the choice gives you some interesting decisions to make.
The inferior is a bit meh, but wants to be something a bit generally defensive so you might keep three or four on hand.
Inspired by Baltimore Purge, on steroids.
Replied by jamesatzephyr on topic Re: Master change suggestions
Many people complain about MMPA abuse. I'm aware that some recent cards make MMPA a very strong strategy: Ashur Tablets, Liquidation, Villein, leading sometime to watch someone play Master: The Eternal Master Phase.
...
Thoughts?
I realise this is in the Card Balance and Strategy section, rather than Expansions and Card Ideas, but how feasible would it be to address some of the issues with useful cards?
For example, just rattling some ideas off with little thought to cost/balance, but rather just utility:
Secrecy is Paramount
Event, Inconnu
Put this card in play.
Tap this card when a Methuselah uses more than one master phase action in her master phase, and the additional action was not gained from a Trifle; that Methuselah burns some pool.
Tap this card when a Methuselah plays a Gehenna event; that Methuselah burns some pool.
Event, Inconnu
Put this card in play.
Tap this card when a Methuselah uses more than one master phase action in her master phase, and the additional action was not gained from a Trifle; that Methuselah burns some pool.
Tap this card when a Methuselah plays a Gehenna event; that Methuselah burns some pool.
The idea being that the Gehenna event bit makes it more generically useful, and the choice gives you some interesting decisions to make.
Taking the Secrets to the Grave
Reaction, Necromancy
Playable as a reaction, even if there is no action. You can play only one TtSttG per turn.
[nec] Play when another Methuselah or something they control burns a card you control (after it burns). The acting minion minion takes some damage or, if there is no acting minion, the Methuselah whose turn it is burns some pool.
[NEC] Play when a Methuselah moves a card from their ash heap to their hand or library (after the move). Some cards from that Methuselah's hand are removed from the game, at random. (Replacements are drawn after all cards have been removed.)
Reaction, Necromancy
Playable as a reaction, even if there is no action. You can play only one TtSttG per turn.
[nec] Play when another Methuselah or something they control burns a card you control (after it burns). The acting minion minion takes some damage or, if there is no acting minion, the Methuselah whose turn it is burns some pool.
[NEC] Play when a Methuselah moves a card from their ash heap to their hand or library (after the move). Some cards from that Methuselah's hand are removed from the game, at random. (Replacements are drawn after all cards have been removed.)
The inferior is a bit meh, but wants to be something a bit generally defensive so you might keep three or four on hand.
Placeholder: Mystic Ritual of Great Significance
Political Action
Requires a Magaji, or a Laibon vampire with at least three Orun
If this referendum is successful, put this card on this acting vampire. During your next untap phase, remove this card from the game and move this vampire to torpor. Each Methuselah chooses a vampire who is not older than this acting vampire; those vampires go to torpor. Remove any in-play copies of Anthelios, Ashur's Tablet, Rumors of Gehenna, or the Parthenon from the game.
If the vampire with this card leaves the ready region at any other time, remove this card from the game.
Political Action
Requires a Magaji, or a Laibon vampire with at least three Orun
If this referendum is successful, put this card on this acting vampire. During your next untap phase, remove this card from the game and move this vampire to torpor. Each Methuselah chooses a vampire who is not older than this acting vampire; those vampires go to torpor. Remove any in-play copies of Anthelios, Ashur's Tablet, Rumors of Gehenna, or the Parthenon from the game.
If the vampire with this card leaves the ready region at any other time, remove this card from the game.
Inspired by Baltimore Purge, on steroids.
Last edit: 22 May 2012 12:14 by jamesatzephyr.
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22 May 2012 12:22 #30962
by Ankha
Replied by Ankha on topic Re: Master change suggestions
The trouble with cards is that it doesn't really address the issue that is quite general: it's very easy to have multiple MPA and abuse from it. This is a bit annoying also because it makes it harder to design new master cards that won't be abused by MMPA.
Paying additionnal pool for further MPA has very little impact on heavy MMPA, and quite an unwanted impact on other decks that would play Wider View + Blood Doll for example.
Making it an event will make it end when the player is ousted.
Paying additionnal pool for further MPA has very little impact on heavy MMPA, and quite an unwanted impact on other decks that would play Wider View + Blood Doll for example.
Making it an event will make it end when the player is ousted.
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22 May 2012 12:27 - 22 May 2012 12:28 #30964
by jamesatzephyr
It's quite easy to abuse stealth-bleed, but we still print bounce cards, and we still print new bleed modifiers.
How would a card that explicitly excludes the extra MPA generated by a Trifle hurt someone playing Wider View + Blood Doll? Or someone playing two copies of Aye?
Sure, and Narrow Minds goes away when the player is ousted, but it's still a useful card.
What I'm trying to address is giving players scope for interaction, deck development and meta-game choice, rather than taking away choice. (This also gives players the scope to be wrong, and to do wrong things. That's a feature, not a bug.)
Replied by jamesatzephyr on topic Re: Master change suggestions
The trouble with cards is that it doesn't really address the issue that is quite general: it's very easy to have multiple MPA and abuse from it.
It's quite easy to abuse stealth-bleed, but we still print bounce cards, and we still print new bleed modifiers.
Paying additionnal pool for further MPA has very little impact on heavy MMPA, and quite an unwanted impact on other decks that would play Wider View + Blood Doll for example.
How would a card that explicitly excludes the extra MPA generated by a Trifle hurt someone playing Wider View + Blood Doll? Or someone playing two copies of Aye?
Making it an event will make it end when the player is ousted.
Sure, and Narrow Minds goes away when the player is ousted, but it's still a useful card.
What I'm trying to address is giving players scope for interaction, deck development and meta-game choice, rather than taking away choice. (This also gives players the scope to be wrong, and to do wrong things. That's a feature, not a bug.)
Last edit: 22 May 2012 12:28 by jamesatzephyr.
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23 May 2012 04:23 - 23 May 2012 04:25 #31011
by Jussi

----
Banging trashcans, breaking windows
We'll wake you up tonight
We like the good time, we scream and shout
And that's what fun's about
Replied by Jussi on topic Re: Master change suggestions
I don't think, that multiple Master phases allow that strong abuse of master cards. It's true, that given deck archetype is strong, namely being able to play several strong effects.
What makes multiple MPA decks strong is that they look innocent compared to for example wheenie DEM or OBF/DOM decks. MMPA decks are resilient, but not overly so.
MMPA decks have some severe issues, one being that they need certain vampires needed to run them: Anson, Nana, Huitzi and Cybele. That makes them identifiable.
Second issue with MMPA decks is, that they can play only one master card out of turn (if they have out-of-turn master in hand) and rest can be played only during master phase. That makes them vulnerable at all other turn phases, since they are likely to have reduced hand size due master card clogging.
I see, that there are several ways to beat them: Take down their key vampire - the one that grants them more master phases. Rushing is one option, but Nana and Anson are "only" 8 caps, so you can banish them. Yes, I know that they can be influenced back, but that both delays them and takes away pool gained from villein. That is what you could do cardwise.
One thing is, that MMPA decks are rather slow, and that is one of their strengths - they seem to do nothing while running their thing: there is likely faster and more aggressive deck which seems to be a table threat at the moment. Aggressive decks allow other decks to fly under radar, and MMPA decks also abuse that aspect of the game.
Why are MMPA decks so strong? It all depends on who plays them, which is true to all (good) decks. And smart players, whether they played a MMPA deck or not, play V:tES as mind game as well as card game.
My point is: Use MMPA deck's disadvantages (slow, master card clogging) to your advantage. My second point is: You are not alone in the table to play against any deck - play mind game and request help from other players or help other players to oust a troublesome (MMPA) deck.
What makes multiple MPA decks strong is that they look innocent compared to for example wheenie DEM or OBF/DOM decks. MMPA decks are resilient, but not overly so.
MMPA decks have some severe issues, one being that they need certain vampires needed to run them: Anson, Nana, Huitzi and Cybele. That makes them identifiable.
Second issue with MMPA decks is, that they can play only one master card out of turn (if they have out-of-turn master in hand) and rest can be played only during master phase. That makes them vulnerable at all other turn phases, since they are likely to have reduced hand size due master card clogging.
I see, that there are several ways to beat them: Take down their key vampire - the one that grants them more master phases. Rushing is one option, but Nana and Anson are "only" 8 caps, so you can banish them. Yes, I know that they can be influenced back, but that both delays them and takes away pool gained from villein. That is what you could do cardwise.
One thing is, that MMPA decks are rather slow, and that is one of their strengths - they seem to do nothing while running their thing: there is likely faster and more aggressive deck which seems to be a table threat at the moment. Aggressive decks allow other decks to fly under radar, and MMPA decks also abuse that aspect of the game.
Why are MMPA decks so strong? It all depends on who plays them, which is true to all (good) decks. And smart players, whether they played a MMPA deck or not, play V:tES as mind game as well as card game.
My point is: Use MMPA deck's disadvantages (slow, master card clogging) to your advantage. My second point is: You are not alone in the table to play against any deck - play mind game and request help from other players or help other players to oust a troublesome (MMPA) deck.





----
Banging trashcans, breaking windows
We'll wake you up tonight
We like the good time, we scream and shout
And that's what fun's about
Last edit: 23 May 2012 04:25 by Jussi.
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